
Originally Posted by
NJ
I discovered one spot that was causing problems. I'd allocated 12x12 const int sections in the frame skip table, and it appears as though this causes the problem.
By changing these to const unsigned char, it starts to work... I don't get it.
It now works. The problem is as written above, but I'm at a complete loss as to why the problem occurs. Then the issue was whether or not it would actually communicate in-game. Well, since it only runs at 222MHz, I doubt it will be very playable.
I tested it on the comparatively light CPS2 Street Fighter Zero.
Yep, it's too slow and doesn't make for a good game (ha ha)
It only achieves about 30fps at best. It would be just fine if it was running at 333MHz however.
Also, I while the cause is unknown, the cache data is corrupted on the server side and the characters don't display correctly. Well, I'll leave the source code around, but I've decided not to implement it into the official version.
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